Ejemplo n.º 1
0
    def bored_tactics(self, things, t):
        # some useful data about the enemies I can see in the map
        friends = [
            thing for thing in things.values()
            if thing.team == self.team and thing != self
        ]
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemy_ancient = [
            thing for thing in things.values()
            if thing.team == enemy_team and thing.name == 'ancient'
        ][0]
        enemy_heroes = [
            thing for thing in things.values()
            if thing.team == enemy_team and thing.name not in ('tower',
                                                               'ancient',
                                                               'creep')
        ]
        bravest_friend = closest(enemy_ancient, friends)
        closest_friend = closest(self, friends)

        if self.life < self.max_life * 0.8 and enemy_heroes and self.life < enemy_heroes[
                0].life * 1.2:
            # go to friends
            moves = sort_by_distance(closest_friend,
                                     possible_moves(self, things))
        else:
            moves = sort_by_distance(bravest_friend,
                                     possible_moves(self, things))

        if moves:
            return 'move', moves[0]
        """
Ejemplo n.º 2
0
    def act(self, things, t):
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        if closest_enemy_distance <= settings.CREEP_ATTACK_DISTANCE:
            # enemy in range, attack!
            return 'attack', closest_enemy.position
        else:
            if closest_enemy_distance > settings.CREEP_AGGRO_DISTANCE:
                # enemy too far away, go to the ancient
                enemy_ancient = [thing for thing in enemies
                                 if isinstance(thing, Ancient)][0]
                move_target = enemy_ancient
            else:
                # enemy in aggro distance, go to it!
                move_target = closest_enemy

            moves = sort_by_distance(move_target,
                                     possible_moves(self, things))
            for move in moves:
                return 'move', move

            return None
Ejemplo n.º 3
0
    def act(self, things, t):
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        if closest_enemy_distance <= settings.CREEP_ATTACK_DISTANCE:
            # enemy in range, attack!
            return 'attack', closest_enemy.position
        else:
            if closest_enemy_distance > settings.CREEP_AGGRO_DISTANCE:
                # enemy too far away, go to the ancient
                enemy_ancient = [thing for thing in enemies
                                 if isinstance(thing, Ancient)][0]
                move_target = enemy_ancient
            else:
                # enemy in aggro distance, go to it!
                move_target = closest_enemy

            moves = sort_by_distance(move_target,
                                     possible_moves(self, things))
            for move in moves:
                return 'move', move

            return None
Ejemplo n.º 4
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    def simple_hero_logic(self, things, t):
        # some useful data about the enemies I can see in the map
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        if self.life < self.max_life and self.can('heal', t):
            # if I'm hurt and can heal, heal
            return 'heal', self.position
        else:
            # else, try to attack
            if closest_enemy:
                # there is an enemy
                if closest_enemy_distance < settings.STUN_DISTANCE and self.can('stun', t):
                    # try to stun him
                    return 'stun', closest_enemy.position
                elif closest_enemy_distance < settings.FIREBALL_DISTANCE and self.can('fireball', t) and closest_enemy_distance > settings.FIREBALL_RADIUS:
                    # else try to fireball him, but only if I'm not in range
                    return 'firebal', closest_enemy.position
                elif closest_enemy_distance < settings.HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    return 'attack', closest_enemy.position
                else:
                    # of finally just move to him
                    moves = sort_by_distance(closest_enemy,
                                             possible_moves(self, things))
                    for move in moves:
                        return 'move', move
            else:
                # no enemies, do nothing
                return None
Ejemplo n.º 5
0
    def lenovo_hero_logic(self, things, t):
        # some useful data about the enemies I can see in the map
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [
            thing for thing in things.values() if thing.team == enemy_team
        ]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        real_life = ((self.life / self.max_life) * 100)

        # now lets decide what to do
        if int(real_life) < 75 and self.can('heal', t):
            # if I'm hurt and can heal, heal
            if closest_enemy_distance <= settings.HEAL_DISTANCE and self.can(
                    'fireball', t):
                return 'fireball', closest_enemy.position
            elif closest_enemy_distance <= settings.HEAL_DISTANCE and self.can(
                    'stun', t):
                return 'stun', closest_enemy.position
            elif closest_enemy_distance <= settings.HEAL_DISTANCE and self.can(
                    'attack', t):
                return 'attack', closest_enemy.position
            elif self.can('heal', t):
                return 'heal', self.position
            else:
                return 'move', (self.position[0] - 1, self.position[1] - 1)
        else:
            # else, try to attack
            if closest_enemy:
                # there is an enemy
                if closest_enemy_distance <= settings.STUN_DISTANCE and self.can(
                        'stun', t):
                    # try to stun him
                    return 'stun', closest_enemy.position
                if closest_enemy_distance <= settings.FIREBALL_DISTANCE and self.can(
                        'fireball', t
                ) and closest_enemy_distance > settings.FIREBALL_RADIUS:
                    # else try to fireball him, but only if I'm not in range
                    return 'fireball', closest_enemy.position
                elif closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    return 'attack', closest_enemy.position
                else:
                    # of finally just move to him (if I have life > 50)
                    moves = sort_by_distance(closest_enemy,
                                             possible_moves(self, things))
                    if len(moves) > 0:
                        back_moves = moves[len(moves) - 1]
                    else:
                        back_moves = self.position
                    if moves and int(real_life) > 50:
                        return 'move', moves[0]
                    else:
                        return 'move', back_moves

        # can't do the things I want. Do nothing.
        return 'fireball', closest_enemy.position
Ejemplo n.º 6
0
    def lenovo_hero_logic(self, things, t):
        # some useful data about the enemies I can see in the map
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        real_life = ((self.life / self.max_life) * 100)

        # now lets decide what to do
        if int(real_life) < 75 and self.can('heal', t):
            # if I'm hurt and can heal, heal
            if closest_enemy_distance <= settings.HEAL_DISTANCE and self.can('fireball', t):
                return 'fireball', closest_enemy.position
            elif closest_enemy_distance <= settings.HEAL_DISTANCE and self.can('stun', t):
                return 'stun', closest_enemy.position
            elif closest_enemy_distance <= settings.HEAL_DISTANCE and self.can('attack', t):
                return 'attack', closest_enemy.position
            elif self.can('heal', t):
                return 'heal', self.position
            else:
                return 'move', (self.position[0]-1, self.position[1]-1)
        else:
            # else, try to attack
            if closest_enemy:
                # there is an enemy
                if closest_enemy_distance <= settings.STUN_DISTANCE and self.can('stun', t):
                    # try to stun him
                    return 'stun', closest_enemy.position
                if closest_enemy_distance <= settings.FIREBALL_DISTANCE and self.can('fireball', t) and closest_enemy_distance > settings.FIREBALL_RADIUS:
                    # else try to fireball him, but only if I'm not in range
                    return 'fireball', closest_enemy.position
                elif closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    return 'attack', closest_enemy.position
                else:
                    # of finally just move to him (if I have life > 50)
                    moves = sort_by_distance(closest_enemy,
                                             possible_moves(self, things))
                    if len(moves) > 0:
                        back_moves = moves[len(moves)-1]
                    else:
                        back_moves = self.position
                    if moves and int(real_life) > 50:
                        return 'move', moves[0]
                    else:
                        return 'move', back_moves


        # can't do the things I want. Do nothing.
        return 'fireball', closest_enemy.position
Ejemplo n.º 7
0
    def bored_tactics(self, things, t):
        # some useful data about the enemies I can see in the map
        friends = [thing for thing in things.values()
                   if thing.team == self.team and thing != self]
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemy_ancient = [thing for thing in things.values()
                   if thing.team == enemy_team and thing.name == 'ancient'][0]
        enemy_heroes = [thing for thing in things.values()
                   if thing.team == enemy_team and thing.name not in ('tower', 'ancient', 'creep')]
        bravest_friend = closest(enemy_ancient, friends)
        closest_friend = closest(self, friends)
        
        if self.life < self.max_life * 0.8 and enemy_heroes and self.life < enemy_heroes[0].life * 1.2:
            # go to friends
            moves = sort_by_distance(closest_friend,
                                     possible_moves(self, things))
        else:
            moves = sort_by_distance(bravest_friend,
                                     possible_moves(self, things))

        if moves:
            return 'move', moves[0]
        
        """
Ejemplo n.º 8
0
def predict_move(item, things, t):
    if item.name in ('tree', 'tower', 'ancient'):
        # These not move
        return [item.position]
    elif item.disabled_until > t:
        # Disabled does not move
        return [item.position]
    else:
        # CREEPS
        # heros are assumed to be creep-like

        # Copy and paste from things.py
        enemy_team = settings.ENEMY_TEAMS[item.team]
        enemies = [
            thing for thing in things.values() if thing.team == enemy_team
        ]
        closest_enemy = closest(item, enemies)
        closest_enemy_distance = distance(item, closest_enemy)

        if closest_enemy_distance <= settings.CREEP_ATTACK_DISTANCE:
            return [item.position]
        else:
            if closest_enemy_distance > settings.CREEP_AGGRO_DISTANCE:
                # enemy too far away, go to the ancient
                enemy_ancient = [
                    thing for thing in enemies if thing.name == 'ancient'
                ][0]
                move_target = enemy_ancient
            else:
                # enemy in aggro distance, go to it!
                move_target = closest_enemy

            moves = sort_by_distance(move_target, possible_moves(item, things))
            if not moves:
                return [item.position]
            elif len(moves) == 1:
                return [moves[0]]
            else:
                if distance(moves[0],
                            move_target) == distance(moves[1], move_target):
                    return moves[:2]
                else:
                    return moves[:1]
        return [item.position]
Ejemplo n.º 9
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def predict_move(item, things, t):
    if item.name in ('tree', 'tower', 'ancient'):
        # These not move
        return [item.position]
    elif item.disabled_until > t:
        # Disabled does not move
        return [item.position]
    else:
        # CREEPS
        # heros are assumed to be creep-like
        
        # Copy and paste from things.py
        enemy_team = settings.ENEMY_TEAMS[item.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]
        closest_enemy = closest(item, enemies)
        closest_enemy_distance = distance(item, closest_enemy)

        if closest_enemy_distance <= settings.CREEP_ATTACK_DISTANCE:
            return [item.position]
        else:
            if closest_enemy_distance > settings.CREEP_AGGRO_DISTANCE:
                # enemy too far away, go to the ancient
                enemy_ancient = [thing for thing in enemies
                                 if thing.name=='ancient'][0]
                move_target = enemy_ancient
            else:
                # enemy in aggro distance, go to it!
                move_target = closest_enemy

            moves = sort_by_distance(move_target,
                                     possible_moves(item, things))
            if not moves:
                return [item.position]
            elif len(moves) == 1:
               return [moves[0]]
            else:
                if distance(moves[0], move_target) == distance(moves[1], move_target):
                    return moves[:2]
                else:
                    return moves[:1]
        return [item.position]
Ejemplo n.º 10
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    def simple_hero_logic(self, things, t):
        # some useful data about the enemies I can see in the map
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [
            thing for thing in things.values() if thing.team == enemy_team
        ]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        # now lets decide what to do
        if self.life < self.max_life and self.can('heal', t):
            # if I'm hurt and can heal, heal
            return 'heal', self.position
        else:
            # else, try to attack
            if closest_enemy:
                # there is an enemy
                if closest_enemy_distance <= settings.STUN_DISTANCE and self.can(
                        'stun', t):
                    # try to stun him
                    return 'stun', closest_enemy.position
                elif closest_enemy_distance <= settings.FIREBALL_DISTANCE and self.can(
                        'fireball', t
                ) and closest_enemy_distance > settings.FIREBALL_RADIUS:
                    # else try to fireball him, but only if I'm not in range
                    return 'fireball', closest_enemy.position
                elif closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    return 'attack', closest_enemy.position
                else:
                    # of finally just move to him
                    moves = sort_by_distance(closest_enemy,
                                             possible_moves(self, things))
                    if moves:
                        return 'move', moves[0]

        # can't do the things I want. Do nothing.
        return None
Ejemplo n.º 11
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    def simple_hero_logic(self, things, t):
        # some useful data about the enemies I can see in the map
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values() if thing.team == enemy_team]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        # now lets decide what to do
        if self.life < self.max_life and self.can("heal", t):
            # if I'm hurt and can heal, heal
            return "heal", self.position
        else:
            # else, try to attack
            if closest_enemy:
                # there is an enemy
                if closest_enemy_distance <= settings.STUN_DISTANCE and self.can("stun", t):
                    # try to stun him
                    return "stun", closest_enemy.position
                elif (
                    closest_enemy_distance <= settings.FIREBALL_DISTANCE
                    and self.can("fireball", t)
                    and closest_enemy_distance > settings.FIREBALL_RADIUS
                ):
                    # else try to fireball him, but only if I'm not in range
                    return "fireball", closest_enemy.position
                elif closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    return "attack", closest_enemy.position
                else:
                    # of finally just move to him
                    moves = sort_by_distance(closest_enemy, possible_moves(self, things))
                    if moves:
                        return "move", moves[0]

        # can't do the things I want. Do nothing.
        return None
Ejemplo n.º 12
0
    def pulenta_hero_logic(self, things, t):
        # some useful data about the enemies I can see in the map
        enemy_team = ENEMY_TEAMS[self.team]
        enemies = [
            thing for thing in things.values() if thing.team == enemy_team
        ]

        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        # now lets decide what to do
        if self.can('heal', t) and self.life < self.max_life:
            # if I'm hurt and can heal, heal
            return 'heal', self.position
        else:
            # else, try to attack
            if closest_enemy:
                if closest_enemy_distance <= STUN_DISTANCE and self.can(
                        'stun', t):
                    # try to stun him
                    return 'stun', closest_enemy.position
                elif FIREBALL_RADIUS < closest_enemy_distance <= FIREBALL_DISTANCE \
                        and self.can('fireball', t):
                    # else try to fireball him, but only if I'm not in range
                    return 'fireball', closest_enemy.position
                elif closest_enemy_distance <= HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    return 'attack', closest_enemy.position
                # elif closest_enemy_distance < settings.STUN_DISTANCE and self.can('stun', t):
                #     # try to stun him
                #     return 'stun', closest_enemy.position
                # else:
                # of finally just move to him
                else:
                    their_base = [
                        thing for thing in things.values()
                        if thing.team == enemy_team
                        and isinstance(thing, Ancient)
                    ][0]
                    my_tower = [
                        thing for thing in things.values() if
                        thing.team == self.team and isinstance(thing, Tower)
                    ]
                    my_team = [
                        thing for thing in things.values() if
                        thing.team == self.team and isinstance(thing, Creep)
                    ]
                    closest_to_base = closest(their_base, my_team)
                    my_team_wo_closest = [
                        thing for thing in things.values()
                        if thing.team == self.team and isinstance(
                            thing, Creep) and thing != closest_to_base
                    ]
                    snd_closest_to_base = closest(their_base,
                                                  my_team_wo_closest)
                    enemies_close = [
                        thing for thing in things.values()
                        if thing.team == enemy_team and
                        (isinstance(thing, Creep) or isinstance(thing, Hero))
                        and distance(thing, their_base) < distance(
                            self, their_base)
                    ]
                    #my_team_pos = map(lambda x: x.position, my_team)
                    team_reference = snd_closest_to_base if snd_closest_to_base is not None \
                        else closest_to_base

                    if self.max_life < 300:
                        if my_tower:
                            my_tower = my_tower[0]
                            element = my_tower
                        else:
                            element = team_reference
                    # elif len(enemies_close) > 2:
                    #     element = snd_closest_to_base
                    elif distance(their_base, team_reference) > distance(
                            their_base, self):
                        if len(enemies_close) > 2:
                            element = team_reference
                        elif len(enemies_close) > 1:
                            return None
                        else:
                            element = their_base
                    else:
                        element = their_base
                    # else:
                    #     element = [thing for thing in things.values()
                    #                if thing.team == enemy_team and isinstance(thing, Ancient)][0]

                    moves = sort_by_distance(element,
                                             possible_moves(self, things))
                    if moves:
                        return 'move', moves[0]
                return None
Ejemplo n.º 13
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def move_to_target(hero, target, things):
    moves = sort_by_distance(target, possible_moves(hero, things))
    action = None
    if len(moves) > 0:
        action = 'move', moves[0]
    return action
Ejemplo n.º 14
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    def logic(self, things, t):
        #For fun

        #self.xp = 1000000

        #Enemies
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [
            thing for thing in things.values() if thing.team == enemy_team
        ]

        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        enemy_ancient = [
            thing for thing in enemies if isinstance(thing, Ancient)
        ][0]
        try:
            enemy_tower = [
                thing for thing in enemies if isinstance(thing, Tower)
            ][0]
        except:
            pass

        closest_enemy_distance = distance(self, closest_enemy)

        #Friends
        friends = [
            thing for thing in things.values() if thing.team == self.team
        ]
        friendly_creeps = [
            friend for friend in friends if isinstance(friend, Creep)
        ]
        closest_friend_creep = closest(self, friendly_creeps)

        friendly_ancient = [
            thing for thing in friends if isinstance(thing, Ancient)
        ][0]

        #Utils

        #Act

        life_factor = (self.level + 1)
        life_comparer = self.max_life - (self.max_life * (life_factor / 100))
        life_comparer = life_comparer if life_comparer >= 0 else self.max_life

        if self.life < life_comparer or self.life < self.max_life * 0.30:
            if self.can('heal', t):
                return 'heal', self.position
            else:
                target_to_go = closest_friend_creep if closest_friend_creep else friendly_ancient
                moves = sort_by_distance(target_to_go,
                                         possible_moves(self, things))
                for move in moves:
                    return 'move', move
        elif closest_enemy:
            if closest_enemy_distance <= settings.STUN_DISTANCE and self.can(
                    'stun', t):
                return 'stun', closest_enemy.position
            elif closest_enemy_distance <= settings.FIREBALL_DISTANCE and self.can(
                    'fireball',
                    t) and closest_enemy_distance > settings.FIREBALL_RADIUS:
                return 'fireball', closest_enemy.position
            elif closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                return 'attack', closest_enemy.position
            else:
                moves = sort_by_distance(closest_enemy,
                                         possible_moves(self, things))
                if moves:
                    return 'move', moves[0]
        else:
            moves = sort_by_distance(friendly_creeps[-1],
                                     possible_moves(self, things))
            for move in moves:
                return 'move', move
Ejemplo n.º 15
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    def rush_hero_logic(self, things, t):
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [
            thing for thing in things.values() if thing.team == enemy_team
        ]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        enemy_ancient = [e for e in enemies if e.name == 'ancient'][0]

        enemy_tower = None
        enemy_tower = [e for e in enemies if e.name == 'tower']
        if enemy_tower: enemy_tower = enemy_tower[0]

        enemy_hero = None
        enemy_heroes = [e for e in enemies if isinstance(e, Hero)]
        if enemy_heroes: enemy_hero = closest(self, enemy_heroes)

        friends = [
            thing for thing in things.values()
            if thing.team == self.team and thing != self
        ]
        friendly_ancient = [e for e in friends if e.name == 'ancient'][0]
        back_friends = sort_by_distance(self, friends)[2:]
        closest_friend = closest(self, friends)
        closest_friend_distance = distance(self, closest_friend)

        full_path_distance = distance(enemy_ancient, friendly_ancient)

        offside = closest(enemy_ancient, back_friends + [self]) == self

        # enemy units behind me
        enemy_offside = closest(friendly_ancient, enemies + [self]) != self

        # if I can stun the other hero, that's highest priority
        if closest_enemy and closest_enemy == enemy_hero\
           and closest_enemy_distance <= settings.STUN_DISTANCE and self.can('stun', t):
            # try to stun him
            log('stun !!!', t)
            return 'stun', closest_enemy.position

        surrounding_damage = 0
        heal_effect = calculate_damage(self, settings.HEAL_BASE_HEALING,
                                       settings.HEAL_LEVEL_MULTIPLIER)
        heal_targets = [ f for f in friends + [self] \
                         if distance(self, f) <= settings.HEAL_RADIUS ]
        for friend in heal_targets:
            surrounding_damage += friend.max_life - friend.life

        # maximize heal effect
        if self.can('heal', t) and surrounding_damage >= heal_effect:
            log("heal", t)
            return 'heal', self.position

        # if I'm at the enemy ancient, prioritize attacking it
        if closest_enemy and closest_enemy == enemy_ancient\
           and distance(self, closest_enemy) <= settings.HERO_ATTACK_DISTANCE:
            fireball_damage = calculate_damage(
                self, settings.FIREBALL_BASE_DAMAGE,
                settings.FIREBALL_LEVEL_MULTIPLIER)
            if self.can('fireball',
                        t) and enemy_ancient.life <= fireball_damage:
                log('FIREBALL FINISH!!!!!!!!!!!', t)
                return 'fireball', closest_enemy.position
            else:
                return 'attack', closest_enemy.position

        rush_trigger = max([200, self.max_life / 2])
        # get cover if I'm low on energy
        if offside and self.life < rush_trigger:
            moves = sort_by_distance(friendly_ancient,
                                     valid_positions(self, things))
            return 'move', moves[0]

        if enemies:
            if enemy_tower and safe_fireball(self, enemy_tower, closest_friend,
                                             t):
                # fireball the tower if in range
                log("fireball TOWER !!!", t)
                return 'fireball', enemy_tower.position
            else:
                fball_targets = [ e for e in enemies\
                                  if distance(self, e) <= settings.FIREBALL_DISTANCE ]
                fball_friendlies = [ f for f in friends\
                                     if distance(self, f) <= settings.FIREBALL_DISTANCE ]
                if fball_targets:
                    # choose the furthest enemy within fireball range
                    best_fball_target = sort_by_distance(self,
                                                         fball_targets)[-1]
                    if safe_fireball(self, best_fball_target, closest_friend,
                                     t):
                        log("fireball", t)
                        return 'fireball', best_fball_target.position

            if closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                #                log("attack", t)
                return 'attack', closest_enemy.position

            else:
                if enemy_tower:
                    if distance(self,
                                enemy_tower) < settings.FIREBALL_DISTANCE:
                        log("halt", t)
                        return

                moves = sort_by_distance(enemy_ancient,
                                         valid_positions(self, things))

                return 'move', moves[0]
Ejemplo n.º 16
0
    def logic(self, things, t):
        #For fun

        #self.xp = 1000000

        #Enemies
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]

        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        enemy_ancient = [thing for thing in enemies
                         if isinstance(thing, Ancient)][0]
        try:
            enemy_tower = [thing for thing in enemies
                       if isinstance(thing, Tower)][0]
        except:
            pass

        closest_enemy_distance = distance(self, closest_enemy)

        #Friends
        friends = [thing for thing in things.values()
                   if thing.team == self.team]
        friendly_creeps = [friend for friend in friends
                           if isinstance(friend, Creep)]
        closest_friend_creep = closest(self, friendly_creeps)

        friendly_ancient = [thing for thing in friends
                            if isinstance(thing, Ancient)][0]

        #Utils

        #Act

        life_factor = (self.level + 1)
        life_comparer = self.max_life - (self.max_life * (life_factor / 100))
        life_comparer = life_comparer if life_comparer >= 0 else self.max_life

        if self.life < life_comparer or self.life < self.max_life * 0.30:
            if self.can('heal', t):
                return 'heal', self.position
            else:
                target_to_go = closest_friend_creep if closest_friend_creep else friendly_ancient
                moves = sort_by_distance(target_to_go,
                                         possible_moves(self, things))
                for move in moves:
                    return 'move', move
        elif closest_enemy:
            if closest_enemy_distance <= settings.STUN_DISTANCE and self.can('stun', t):
                return 'stun', closest_enemy.position
            elif closest_enemy_distance <= settings.FIREBALL_DISTANCE and self.can('fireball', t) and closest_enemy_distance > settings.FIREBALL_RADIUS:
                return 'fireball', closest_enemy.position
            elif closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                return 'attack', closest_enemy.position
            else:
                moves = sort_by_distance(closest_enemy,
                                         possible_moves(self, things))
                if moves:
                    return 'move', moves[0]
        else:
            moves = sort_by_distance(friendly_creeps[-1],
                                     possible_moves(self, things))
            for move in moves:
                return 'move', move
Ejemplo n.º 17
0
    def matuuuuu_logic(self, things, t):
        nonlocal ENEMY_HERO_XP
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [ene for ene in things.values() if ene.team == enemy_team]

        friends = [
            thing for thing in things.values() if thing.team == self.team
        ]

        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        closest_enemy_hero = closest(
            self, [x for x in enemies if isinstance(x, Hero)])
        if closest_enemy_hero:
            closest_enemy_hero_distance = distance(self, closest_enemy_hero)

        enemy_ancient = [
            thing for thing in enemies if isinstance(thing, Ancient)
        ]
        if enemy_ancient:
            enemy_ancient = enemy_ancient[0]
        my_ancient = [thing for thing in friends if isinstance(thing, Ancient)]
        if my_ancient:
            my_ancient = my_ancient[0]
        my_tower = [thing for thing in friends if isinstance(thing, Tower)]
        if my_tower:
            my_tower = my_tower[0]
        enemy_tower = [thing for thing in enemies if isinstance(thing, Tower)]
        if enemy_tower:
            enemy_tower = enemy_tower[0]

        friends_creep = [
            thing for thing in friends if isinstance(thing, Creep)
        ]

        if self.can('heal', t):
            if (self.life < self.max_life and is_older(self.position, friends, enemies, settings.HEAL_RADIUS)) \
                    or self.life < (self.max_life * 0.75):
                return 'heal', self.position
        if closest_enemy or closest_enemy_hero:
            if closest_enemy_hero:
                if closest_enemy_hero_distance <= settings.STUN_DISTANCE and self.can(
                        'stun', t):
                    return 'stun', closest_enemy_hero.position
            if (self.can('fireball', t)):

                def throw_fireball(me, ce):
                    if distance(me, ce) <= settings.FIREBALL_DISTANCE and distance(me, ce) > settings.FIREBALL_RADIUS and \
                            is_older(ce, enemies, friends, settings.FIREBALL_RADIUS):
                        return 'fireball', ce.position

                temp_enemies = enemies
                for i in range(3):
                    temp_enemy = closest(self, temp_enemies)
                    if temp_enemy:
                        throw_fireball(self, temp_enemy)
                        temp_enemies = [
                            ene for ene in temp_enemies if ene != temp_enemy
                        ]
                    else:
                        break
            if closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                return 'attack', closest_enemy.position
            else:
                moves = None
                if self.xp > 4 and ENEMY_HERO_XP > 2 and self.xp // 2 >= ENEMY_HERO_XP:
                    if closest_enemy_hero:
                        ENEMY_HERO_XP = closest_enemy_hero.xp
                        moves = sort_by_distance(closest_enemy_hero,
                                                 possible_moves(self, things))
                    elif enemy_tower:
                        moves = sort_by_distance(enemy_tower,
                                                 possible_moves(self, things))
                    else:
                        moves = sort_by_distance(enemy_ancient,
                                                 possible_moves(self, things))
                else:
                    if closest_enemy_hero:
                        ENEMY_HERO_XP = closest_enemy_hero.xp
                        if distance(self, my_ancient) > distance(
                                closest_enemy_hero, my_ancient):
                            moves = sort_by_distance(
                                my_ancient, possible_moves(self, things))
                        elif my_tower and distance(self, my_tower) > distance(
                                closest_enemy_hero, my_tower):
                            moves = sort_by_distance(
                                my_tower, possible_moves(self, things))

                    if not moves:
                        if my_tower:
                            friends_creep.append(my_tower)
                            moves = sort_by_distance(
                                media_position(friends_creep,
                                               my_tower.position),
                                possible_moves(self, things))
                        else:
                            moves = sort_by_distance(
                                media_position(friends_creep,
                                               my_ancient.position),
                                possible_moves(self, things))
                if moves:
                    return 'move', moves[0]
        else:
            if enemy_tower:
                moves = sort_by_distance(enemy_tower,
                                         possible_moves(self, things))
            else:
                moves = sort_by_distance(enemy_ancient,
                                         possible_moves(self, things))
            if moves:
                return 'move', moves[0]
            elif self.life < self.max_life and self.can('heal', t):
                return 'heal', self.position
        return None
Ejemplo n.º 18
0
    def rush_hero_logic(self, things, t):
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [
            thing for thing in things.values() if thing.team == enemy_team
        ]
        enemy_ancient = [e for e in enemies if e.name == 'ancient'][0]
        enemy_tower = [e for e in enemies if e.name == 'tower']
        if enemy_tower: enemy_tower = enemy_tower[0]
        enemy_hero = [e for e in enemies if e.__class__.__name__ == "Hero"]
        if enemy_hero: enemy_hero = enemy_hero[0]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        friends = [
            thing for thing in things.values()
            if thing.team == self.team and thing != self
        ]
        friendly_ancient = [e for e in friends if e.name == 'ancient'][0]
        back_friends = sort_by_distance(self, friends)[2:]
        closest_friend = closest(self, friends)
        closest_friend_distance = distance(self, closest_friend)

        # I'm offside if there are not at least 2 friendlies in front of me
        offside = closest(enemy_ancient, back_friends + [self]) == self

        # There are enemy units behind me
        enemy_offside = closest(friendly_ancient, enemies + [self]) != self
        #        log("offside: "+ str(offside))
        #        log("friend: %s, enemy: %s" % (str(closest_friend), str(closest_enemy)))

        # if I can stun the other hero, that's highest priority
        if closest_enemy and closest_enemy == enemy_hero\
           and closest_enemy_distance <= settings.STUN_DISTANCE and self.can('stun', t):
            # try to stun him
            log('stun !!!')
            return 'stun', closest_enemy.position

        # move to get conver if I'm low on energy or there's an enemy behind me
        if (offside and self.life < 200):  # or enemy_offside:
            moves = sort_by_distance(friendly_ancient,
                                     valid_positions(self, things))
            return 'move', moves[0]

        if self.life < (self.max_life - settings.HEAL_BASE_HEALING[1]) and self.can('heal', t)\
           and (closest_friend and closest_friend_distance <= settings.HEAL_DISTANCE):
            log("heal")
            return 'heal', self.position

        else:
            if closest_enemy:
                # there is an enemy
                #                if closest_enemy_distance <= settings.FIREBALL_DISTANCE and self.can('fireball', t) and closest_enemy_distance > settings.FIREBALL_RADIUS and closest_friend_distance > (settings.FIREBALL_DISTANCE + settings.FIREBALL_RADIUS):
                if self.can('fireball', t) and closest_enemy_distance < settings.FIREBALL_DISTANCE +settings.FIREBALL_RADIUS\
                   and closest_enemy_distance > settings.FIREBALL_RADIUS\
                   and distance(closest_friend, closest_enemy) > settings.FIREBALL_RADIUS:

                    # else try to fireball him, but only if I'm not in range
                    log("fireball !!!")
                    return 'fireball', closest_enemy.position
                elif closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    log("attack")
                    return 'attack', closest_enemy.position

                else:
                    if enemy_tower:
                        if distance(self, enemy_tower) < 5:
                            log("halt")
                            return
                    moves = sort_by_distance(enemy_ancient,
                                             valid_positions(self, things))
                    return 'move', moves[0]
Ejemplo n.º 19
0
def close(something, others, pos):
    """Returns the closest other to something (things/positions)."""
    if others:
        return sort_by_distance(something, others)[pos]
Ejemplo n.º 20
0
    def matuuuuu_logic(self, things, t):
        nonlocal ENEMY_HERO_XP
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [ene for ene in things.values() if ene.team == enemy_team]

        friends = [thing for thing in things.values() if thing.team == self.team]

        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        closest_enemy_hero = closest(self, [x for x in enemies if isinstance(x, Hero)])
        if closest_enemy_hero:
            closest_enemy_hero_distance = distance(self, closest_enemy_hero)

        enemy_ancient = [thing for thing in enemies if isinstance(thing, Ancient)]
        if enemy_ancient:
            enemy_ancient = enemy_ancient[0]
        my_ancient = [thing for thing in friends if isinstance(thing, Ancient)]
        if my_ancient:
            my_ancient = my_ancient[0]
        my_tower = [thing for thing in friends if isinstance(thing, Tower)]
        if my_tower:
            my_tower = my_tower[0]
        enemy_tower = [thing for thing in enemies if isinstance(thing, Tower)]
        if enemy_tower:
            enemy_tower = enemy_tower[0]

        friends_creep = [thing for thing in friends if isinstance(thing, Creep)]

        if self.can('heal', t):
            if (self.life < self.max_life and is_older(self.position, friends, enemies, settings.HEAL_RADIUS)) \
                    or self.life < (self.max_life * 0.75):
                return 'heal', self.position
        if closest_enemy or closest_enemy_hero:
            if closest_enemy_hero:
                if closest_enemy_hero_distance <= settings.STUN_DISTANCE and self.can('stun', t):
                    return 'stun', closest_enemy_hero.position
            if (self.can('fireball', t)):
                def throw_fireball(me, ce):
                    if distance(me, ce) <= settings.FIREBALL_DISTANCE and distance(me, ce) > settings.FIREBALL_RADIUS and \
                            is_older(ce, enemies, friends, settings.FIREBALL_RADIUS):
                        return 'fireball', ce.position
                temp_enemies = enemies
                for i in range(3):
                    temp_enemy = closest(self, temp_enemies)
                    if temp_enemy:
                        throw_fireball(self, temp_enemy)
                        temp_enemies = [ene for ene in temp_enemies if ene != temp_enemy]
                    else:
                        break
            if closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                return 'attack', closest_enemy.position
            else:
                moves = None
                if self.xp > 4 and ENEMY_HERO_XP > 2 and self.xp//2 >= ENEMY_HERO_XP:
                    if closest_enemy_hero:
                        ENEMY_HERO_XP = closest_enemy_hero.xp
                        moves = sort_by_distance(closest_enemy_hero, possible_moves(self, things))
                    elif enemy_tower:
                        moves = sort_by_distance(enemy_tower, possible_moves(self, things))
                    else:
                        moves = sort_by_distance(enemy_ancient, possible_moves(self, things))
                else:
                    if closest_enemy_hero:
                        ENEMY_HERO_XP = closest_enemy_hero.xp
                        if distance(self, my_ancient) > distance(closest_enemy_hero, my_ancient):
                            moves = sort_by_distance(my_ancient, possible_moves(self, things))
                        elif my_tower and distance(self, my_tower) > distance(closest_enemy_hero, my_tower):
                            moves = sort_by_distance(my_tower, possible_moves(self, things))

                    if not moves:
                        if my_tower:
                            friends_creep.append(my_tower)
                            moves = sort_by_distance(media_position(friends_creep, my_tower.position), possible_moves(self, things))
                        else:
                            moves = sort_by_distance(media_position(friends_creep, my_ancient.position), possible_moves(self, things))
                if moves:
                    return 'move', moves[0]
        else:
            if enemy_tower:
                moves = sort_by_distance(enemy_tower, possible_moves(self, things))
            else:
                moves = sort_by_distance(enemy_ancient, possible_moves(self, things))
            if moves:
                return 'move', moves[0]
            elif self.life < self.max_life and self.can('heal', t):
                return 'heal', self.position
        return None
Ejemplo n.º 21
0
    def pulenta_hero_logic(self, things, t):
        # some useful data about the enemies I can see in the map
        enemy_team = ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]

        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        # now lets decide what to do
        if self.can('heal', t) and self.life < self.max_life:
            # if I'm hurt and can heal, heal
            return 'heal', self.position
        else:
            # else, try to attack
            if closest_enemy:
                if closest_enemy_distance <= STUN_DISTANCE and self.can('stun', t):
                    # try to stun him
                    return 'stun', closest_enemy.position
                elif FIREBALL_RADIUS < closest_enemy_distance <= FIREBALL_DISTANCE \
                        and self.can('fireball', t):
                    # else try to fireball him, but only if I'm not in range
                    return 'fireball', closest_enemy.position
                elif closest_enemy_distance <= HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    return 'attack', closest_enemy.position
                # elif closest_enemy_distance < settings.STUN_DISTANCE and self.can('stun', t):
                #     # try to stun him
                #     return 'stun', closest_enemy.position
                # else:
                    # of finally just move to him
                else:
                    their_base = [thing for thing in things.values()
                                  if thing.team == enemy_team and isinstance(thing, Ancient)][0]
                    my_tower = [thing for thing in things.values()
                                if thing.team == self.team and isinstance(thing, Tower)]
                    my_team = [thing for thing in things.values()
                               if thing.team == self.team and isinstance(thing, Creep)]
                    closest_to_base = closest(their_base, my_team)
                    my_team_wo_closest = [thing for thing in things.values()
                                          if thing.team == self.team and isinstance(thing, Creep)
                                          and thing != closest_to_base]
                    snd_closest_to_base = closest(their_base, my_team_wo_closest)
                    enemies_close = [thing for thing in things.values()
                                     if thing.team == enemy_team
                                     and (isinstance(thing, Creep) or isinstance(thing, Hero))
                                     and distance(thing, their_base) < distance(self, their_base)]
                    #my_team_pos = map(lambda x: x.position, my_team)
                    team_reference = snd_closest_to_base if snd_closest_to_base is not None \
                        else closest_to_base

                    if self.max_life < 300:
                        if my_tower:
                            my_tower = my_tower[0]
                            element = my_tower
                        else:
                            element = team_reference
                    # elif len(enemies_close) > 2:
                    #     element = snd_closest_to_base
                    elif distance(their_base, team_reference) > distance(their_base, self):
                        if len(enemies_close) > 2:
                            element = team_reference
                        elif len(enemies_close) > 1:
                            return None
                        else:
                            element = their_base
                    else:
                        element = their_base
                    # else:
                    #     element = [thing for thing in things.values()
                    #                if thing.team == enemy_team and isinstance(thing, Ancient)][0]

                    moves = sort_by_distance(element,
                                             possible_moves(self, things))
                    if moves:
                        return 'move', moves[0]
                return None
Ejemplo n.º 22
0
def close(something, others, pos):
    """Returns the closest other to something (things/positions)."""
    if others:
        return sort_by_distance(something, others)[pos]
Ejemplo n.º 23
0
    def rush_hero_logic(self, things, t):
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        enemy_ancient = [e for e in enemies if e.name == 'ancient'][0]

        enemy_tower = None
        enemy_tower = [e for e in enemies if e.name == 'tower']
        if enemy_tower: enemy_tower = enemy_tower[0]

        enemy_hero = None
        enemy_heroes = [e for e in enemies if isinstance(e, Hero)]
        if enemy_heroes: enemy_hero = closest(self, enemy_heroes)

        friends = [thing for thing in things.values()
                   if thing.team == self.team and thing != self]
        friendly_ancient = [e for e in friends if e.name == 'ancient'][0]
        back_friends = sort_by_distance(self, friends)[2:]
        closest_friend = closest(self, friends)
        closest_friend_distance = distance(self, closest_friend)
        
        full_path_distance = distance(enemy_ancient, friendly_ancient)

        offside = closest(enemy_ancient, back_friends + [self]) == self 

        # enemy units behind me
        enemy_offside = closest(friendly_ancient, enemies + [self]) != self 

        # if I can stun the other hero, that's highest priority
        if closest_enemy and closest_enemy == enemy_hero\
           and closest_enemy_distance <= settings.STUN_DISTANCE and self.can('stun', t):
            # try to stun him
            log('stun !!!', t)
            return 'stun', closest_enemy.position

        surrounding_damage = 0
        heal_effect = calculate_damage(self, settings.HEAL_BASE_HEALING, settings.HEAL_LEVEL_MULTIPLIER)
        heal_targets = [ f for f in friends + [self] \
                         if distance(self, f) <= settings.HEAL_RADIUS ]
        for friend in heal_targets:
            surrounding_damage += friend.max_life - friend.life
            
        # maximize heal effect
        if self.can('heal', t) and surrounding_damage >= heal_effect:
            log("heal", t)
            return 'heal', self.position

        # if I'm at the enemy ancient, prioritize attacking it
        if closest_enemy and closest_enemy == enemy_ancient\
           and distance(self, closest_enemy) <= settings.HERO_ATTACK_DISTANCE:
            fireball_damage = calculate_damage(self, settings.FIREBALL_BASE_DAMAGE, settings.FIREBALL_LEVEL_MULTIPLIER)
            if self.can('fireball', t) and enemy_ancient.life <= fireball_damage:
                log('FIREBALL FINISH!!!!!!!!!!!', t)
                return 'fireball', closest_enemy.position
            else:
                return 'attack', closest_enemy.position

        rush_trigger = max([200, self.max_life/2])
        # get cover if I'm low on energy
        if offside and self.life < rush_trigger:
            moves = sort_by_distance(friendly_ancient, valid_positions(self, things))
            return 'move', moves[0]


        if enemies:
            if enemy_tower and safe_fireball(self, enemy_tower, closest_friend, t):
                # fireball the tower if in range
                log("fireball TOWER !!!", t)
                return 'fireball', enemy_tower.position
            else:
                fball_targets = [ e for e in enemies\
                                  if distance(self, e) <= settings.FIREBALL_DISTANCE ]
                fball_friendlies = [ f for f in friends\
                                     if distance(self, f) <= settings.FIREBALL_DISTANCE ]
                if fball_targets:
                    # choose the furthest enemy within fireball range
                    best_fball_target = sort_by_distance(self, fball_targets)[-1]
                    if safe_fireball(self, best_fball_target, closest_friend, t):
                        log("fireball", t)
                        return 'fireball', best_fball_target.position

            if closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
#                log("attack", t)
                return 'attack', closest_enemy.position

            else:
                if enemy_tower:
                    if distance(self,enemy_tower) < settings.FIREBALL_DISTANCE:
                        log("halt", t)
                        return

                moves = sort_by_distance(enemy_ancient, valid_positions(self, things))                        

                return 'move', moves[0]
Ejemplo n.º 24
0
    def rush_hero_logic(self, things, t):
        enemy_team = settings.ENEMY_TEAMS[self.team]
        enemies = [thing for thing in things.values()
                   if thing.team == enemy_team]
        enemy_ancient = [e for e in enemies if e.name == 'ancient'][0]
        enemy_tower = [e for e in enemies if e.name == 'tower']
        if enemy_tower: enemy_tower = enemy_tower[0]
        enemy_hero = [e for e in enemies if e.__class__.__name__ == "Hero"]
        if enemy_hero: enemy_hero = enemy_hero[0]
        closest_enemy = closest(self, enemies)
        closest_enemy_distance = distance(self, closest_enemy)

        friends = [thing for thing in things.values()
                   if thing.team == self.team and thing != self]
        friendly_ancient = [e for e in friends if e.name == 'ancient'][0]
        back_friends = sort_by_distance(self, friends)[2:]
        closest_friend = closest(self, friends)
        closest_friend_distance = distance(self, closest_friend)
        
        # I'm offside if there are not at least 2 friendlies in front of me
        offside = closest(enemy_ancient, back_friends + [self]) == self 

        # There are enemy units behind me
        enemy_offside = closest(friendly_ancient, enemies + [self]) != self 
#        log("offside: "+ str(offside))
#        log("friend: %s, enemy: %s" % (str(closest_friend), str(closest_enemy)))

        # if I can stun the other hero, that's highest priority
        if closest_enemy and closest_enemy == enemy_hero\
           and closest_enemy_distance <= settings.STUN_DISTANCE and self.can('stun', t):
            # try to stun him
            log('stun !!!')
            return 'stun', closest_enemy.position

        # move to get conver if I'm low on energy or there's an enemy behind me
        if (offside and self.life < 200):# or enemy_offside:
            moves = sort_by_distance(friendly_ancient, valid_positions(self, things))
            return 'move', moves[0]

        if self.life < (self.max_life - settings.HEAL_BASE_HEALING[1]) and self.can('heal', t)\
           and (closest_friend and closest_friend_distance <= settings.HEAL_DISTANCE):
            log("heal")
            return 'heal', self.position

        else:
            if closest_enemy:
                # there is an enemy
#                if closest_enemy_distance <= settings.FIREBALL_DISTANCE and self.can('fireball', t) and closest_enemy_distance > settings.FIREBALL_RADIUS and closest_friend_distance > (settings.FIREBALL_DISTANCE + settings.FIREBALL_RADIUS):
                if self.can('fireball', t) and closest_enemy_distance < settings.FIREBALL_DISTANCE +settings.FIREBALL_RADIUS\
                   and closest_enemy_distance > settings.FIREBALL_RADIUS\
                   and distance(closest_friend, closest_enemy) > settings.FIREBALL_RADIUS:

                    # else try to fireball him, but only if I'm not in range
                    log("fireball !!!")
                    return 'fireball', closest_enemy.position
                elif closest_enemy_distance <= settings.HERO_ATTACK_DISTANCE:
                    # else try to attack him
                    log("attack")
                    return 'attack', closest_enemy.position


                else:
                    if enemy_tower:
                        if distance(self,enemy_tower) < 5:
                            log("halt")
                            return
                    moves = sort_by_distance(enemy_ancient, valid_positions(self, things))
                    return 'move', moves[0]